
Let's go beat up the Elkenvali and steal their stuff!

Our farmers also come raiding, which is why it's kind of a bad idea to do it during Sea or Earth season. Weaponthanes are still awesome though because they fight as well as 5 regular dudes. (Hunters get lumped in with the regular guys, but they do count as better, I don't know the exact ratio> Hunters
also bring in 2 food per hunter per year, and make trade goods out of the skins and such. They're nice enough that I don't crank them down to 0 all the time like a lot of people do, though I don't go out of my way to improve them either.) Auxiliaries are women (and probably some Chalana Arroy-worshipping dudes like if Harsaltar were a faceless cog in the machine instead of a noble) that come along as medics and such.
You don't want to bring absolutely all your guys because if you do everyone will cattle raid you while you're unguarded. =P

And here is the main screen of our raid. We even made it past their patrols, so we've got a huuuuuuuuuge numbers advantage!
If we spend more magic than our enemies on the raid, it'll give us an advantage in terms of the odds of victory and in terms of how many casualties we give and receive. We can't spend any now, but we spent two magic in War at Sacred Time, so that's two magic here! I
think I've seen that people have figured out that the AI basically never spends more than two.
We don't have any combat treasures.

A lot of the really good ones are passive anyway so we wouldn't need to select them for use in battle, but there's a few notable activated ones.
Sacrificing gives you bonus to the behind-the-scenes RNG in various parts of the battle. (Sacrificing to Humakt also makes the enemy auxiliaries less effective.) This takes time though, and if you make both sacrifices the time adds together.
Objectives are all pretty self-explanatory... except for the part where sometimes the algorithms for who's your neighbor and who's not disagree with the ones for who borders you for you to seize their land, so maaaan we can't even absorb their land if we beat them up hard enough for long enough that they move. Burning and killing are both considered kinda needlessly cruel though, people won't like you much if you do 'em too much. The vast majority of the time you're just going to be plundering, everything else barring sheer survival (which is mostly just for when you're massively outnumbered) is harder to win at anyway.
Tactics affect how your clan approaches the battle. Skirmishing deals out somewhat more wounds, and your hunters are better at it (and it does have probably the most ways to boost it), and evasion is pretty obvious (oh crap we're screwed, Survival + Evade), but usually you're probably going to be charging or maneuvering depending on whether you're on offense or defense. Charging will interrupt enemy sacrifices if they're still sacrificing when you charge (i.e. if you sacrificed fewer times than they did - and the AI sacrifices a lot of the time!), and maneuvering gets a bonus when you're on your own land.

Most battles you'll get a random noble popping a mini-event like when you're exploring and there's bandits, but we didn't get one this time. And check it out, that guy we took in is earning his keep! ...plus hey wait we killed or injured
every single guy we fought. Yeah, even plundering can yield pretty high casualties (on one or both sides - and it is possible to take more damage and still win the battle, or vice-versa).

... I know that was rainbow-enhanced, but
holy fuck you guys that was the best first raid I've ever seen.

So let's do it again!

And slip past their patrols again!

We didn't murder the hell out of everyone this time but we still won pretty solidly. Another fight without a mini-event too? Oh well. You'll see one eventually, I promise.

Your carls find the body of one of your warriors face-down in a creek deep within your tula. It is Orlkensor, who you adopted after he was outlawed by the Six Brothers. He was savagely beaten, and his skull is crushed. His sword lies by his side, and it is clean of blood.
1. Declare a time of mourning.
2. Perform a divination.
3. Sacrifice to the gods in Orlkensor's memory.
4. Seek his killer in another clan.
5. Seek his killer within the clan.
The most obvious suspect is the Uroxi warrior who Orlkensor refused to duel. The Uroxi's garb marked him as a member of the Six Brothers. (4)

When Tragic King Errarth was found beaten to death, everyone suspected kinslaying, though nothing was proven. (5)


The most obvious suspect is the Uroxi warrior who Orlkensor refused to duel. (4)

Our magic is weak. We cannot rely on the signs the spirits give us. (And yet he recommends 2 anyway.)

We should speed his spirit to the halls of the dead. (3)

Someone here did it. I can smell guilt in the air. (5)
